This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
59 lines
1.4 KiB
C++
59 lines
1.4 KiB
C++
#ifndef _GAME_STATE_MENU_H_
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#define _GAME_STATE_MENU_H_
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#include <JGui.h>
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#include <dirent.h>
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#include "../include/GameState.h"
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#include "../include/SimpleMenu.h"
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#include "../include/TextScroller.h"
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class GameStateMenu: public GameState, public JGuiListener
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{
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private:
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TextScroller * scroller;
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int scrollerSet;
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JGuiController* mGuiController;
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SimpleMenu* subMenuController;
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SimpleMenu* gameTypeMenu;
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int hasChosenGameType;
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JQuad * mIcons[10];
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JTexture * bgTexture;
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JTexture * movingWTexture;
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JQuad * mBg;
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JQuad * mMovingW;
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float mCreditsYPos;
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int currentState;
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//JMusic * bgMusic;
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int mVolume;
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char nbcardsStr[400];
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DIR *mDip;
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struct dirent *mDit;
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char mCurrentSetName[32];
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char mCurrentSetFileName[512];
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int mReadConf;
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float timeIndex;
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float angleMultiplier;
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float angleW;
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float yW;
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void fillScroller();
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public:
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GameStateMenu(GameApp* parent);
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virtual ~GameStateMenu();
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virtual void Create();
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virtual void Destroy();
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virtual void Start();
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virtual void End();
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virtual void Update(float dt);
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virtual void Render();
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virtual void ButtonPressed(int controllerId, int controlId);
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int nextDirectory(const char * root, const char * file); // Retrieves the next directory to have matching file
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void resetDirectory();
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void createUsersFirstDeck(int setId);
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virtual ostream& toString(ostream& out) const;
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};
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#endif
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